OpenGL SSBO Instancing [duplicate] - opengl

This question already has an answer here:
Should I ever use a `vec3` inside of a uniform buffer or shader storage buffer object?
(1 answer)
Closed 2 years ago.
Binding a SSBO and accessing it via gl_InstanceID seems to work but im getting these really strange position artifacts and im not sure where they are coming from.
The way im generating the random positions is pretty standard and i also tested the positions with some debug lines. But they don't match when im adding them inside the vertex shader.
glm::fvec3 offset{ glm::sphericalRand(500.f) };
shader.vert
struct Transform
{
vec3 position;
vec3 rotation;
vec3 scale;
mat4 transform;
};
layout (std430, binding = 0) buffer TransformBuffer
{
Transform transforms[];
};
layout (location = 0) in vec3 lPosition;
void main()
{
gl_Position = uProjection * uView * vec4(lPosition + transforms[gl_InstanceID].position, 1.f);
}
code.cpp
struct Transform
{
glm::fvec3 mPosition {};
glm::fvec3 mRotation {};
glm::fvec3 mScale {};
glm::fmat4 mTransform{};
};
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 10000 * sizeof(Transform), pStorageData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glUseProgram(pid);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, nullptr, 10000);

So it seems that the internal layout of opengl structs does not match the C/C++ layouts. I solved the problem by removing the opengl vector types and instead use raw arrays.
shader.vert
struct Transform
{
float position[3];
float rotation[3];
float scale[3];
};

Related

Simple GL fragment shader behaves strangely on newer GPU

I am tearing my hair out at this problem! I have a simple vertex and fragment shader that worked perfectly (and still does) on an old Vaio laptop. It's for a particle system, and uses point sprites and a single texture to render particles.
The problem starts when I run the program on my desktop, with a much newer graphics card (Nvidia GTX 660). I'm pretty sure I've narrowed it down to the fragment shader, as if I ignore the texture and simply pass inColor out again, everything works as expected.
When I include the texture in the shader calculations like you can see below, all points drawn while that shader is in use appear in the center of the screen, regardless of camera position.
You can see a whole mess of particles dead center using the suspect shader, and untextured particles rendering correctly to the right.
Vertex Shader to be safe:
#version 150 core
in vec3 position;
in vec4 color;
out vec4 Color;
uniform mat4 view;
uniform mat4 proj;
uniform float pointSize;
void main() {
Color = color;
gl_Position = proj * view * vec4(position, 1.0);
gl_PointSize = pointSize;
}
And the fragment shader I suspect to be the issue, but really can't see why:
#version 150 core
in vec4 Color;
out vec4 outColor;
uniform sampler2D tex;
void main() {
vec4 t = texture(tex, gl_PointCoord);
outColor = vec4(Color.r * t.r, Color.g * t.g, Color.b * t.b, Color.a * t.a);
}
Untextured particles use the same vertex shader, but the following fragment shader:
#version 150 core
in vec4 Color;
out vec4 outColor;
void main() {
outColor = Color;
}
Main Program has a loop processing SFML window events, and calling 2 functions, draw and update. Update doesn't touch GL at any point, draw looks like this:
void draw(sf::Window* window)
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
sf::Texture::bind(&particleTexture);
for (ParticleEmitter* emitter : emitters)
{
emitter->useShader();
camera.applyMatrix(shaderProgram, window);
emitter->draw();
}
}
emitter->useShader() is just a call to glUseShader() using a GLuint pointing to a shader program that is stored in the emitter object on creation.
camera.applyMatrix() :
GLuint projUniform = glGetUniformLocation(program, "proj");
glUniformMatrix4fv(projUniform, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
...
GLint viewUniform = glGetUniformLocation(program, "view");
glUniformMatrix4fv(viewUniform, 1, GL_FALSE, glm::value_ptr(viewMatrix));
emitter->draw() in it's entirity:
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Build a new vertex buffer object
int vboSize = particles.size() * vboEntriesPerParticle;
std::vector<float> vertices;
vertices.reserve(vboSize);
for (unsigned int particleIndex = 0; particleIndex < particles.size(); particleIndex++)
{
Particle* particle = particles[particleIndex];
particle->enterVertexInfo(&vertices);
}
// Bind this emitter's Vertex Buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Send vertex data to GPU
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), &vertices[0], GL_STREAM_DRAW);
GLint positionAttribute = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(positionAttribute);
glVertexAttribPointer(positionAttribute,
3,
GL_FLOAT,
GL_FALSE,
7 * sizeof(float),
0);
GLint colorAttribute = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colorAttribute);
glVertexAttribPointer(colorAttribute,
4,
GL_FLOAT,
GL_FALSE,
7 * sizeof(float),
(void*)(3 * sizeof(float)));
GLuint sizePointer = glGetUniformLocation(shaderProgram, "pointSize");
glUniform1fv(sizePointer, 1, &pointSize);
// Draw
glDrawArrays(GL_POINTS, 0, particles.size());
And finally, particle->enterVertexInfo()
vertices->push_back(x);
vertices->push_back(y);
vertices->push_back(z);
vertices->push_back(r);
vertices->push_back(g);
vertices->push_back(b);
vertices->push_back(a);
I'm pretty sure this isn't an efficient way to do all this, but this was a piece of coursework I wrote a semester ago. I'm only revisiting it to record a video of it in action.
All shaders compile and link without error. By playing with the fragment shader, I've confirmed that I can use gl_PointCoord to vary a solid color across particles, so that is working as expected. When particles draw in the center of the screen, the texture is drawn correctly, albeit in the wrong place, so that is loaded and bound correctly as well. I'm by no means a GL expert, so that's about as much debugging as I could think to do myself.
This wouldn't be annoying me so much if it didn't work perfectly on an old laptop!
Edit: Included a ton of code
As turned out in the comments, the shaderProgram variable which was used for setting the camera-related uniforms did not depend on the actual program in use. As a result, the uniform locations were queried for a different program when drawing the textured particles.
The uniform location assignment is totally implementation specific, nvidia for example tends to assign them by the alphabetical order of the uniform names, so view's location would change depending if tex is actually present (and acttively used) or not. If the other implementation just assigns them by the order they appear in the code or some other scheme, things might work by accident.

OpenGL transform vertex array object during runtime

I have multiple objects but no idea how to move or rotate them separately. This would be a shorten version of the code I have so far:
const GLchar* vertexSource = "#version 150 core\n"
"in vec3 position;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main() {"
" gl_Position = proj * view * model * vec4(position, 1.0);"
"}";
struct Object {
// here are the constructors
vector<Triangle> polys; // Triangle is a struct containing vertex data
GLuint vao, vbo, ebo;
// somne other variables and functions
// ...
};
void ShaderProgram::AddObject(const vector<Triangle>& polys) {
objects.push_back(Object(polys));
Object& obj = objects[objects.size()-1];
glGenVertexArrays(1, &obj.vao);
glBindVertexArray(obj.vao);
// set up vertices and a vertex buffer object for them
// ...
glGenBuffers(1, &obj.vbo);
glBindBuffer(GL_ARRAY_BUFFER, obj.vbo);
glBufferData(GL_ARRAY_BUFFER, obj.polys.size()*polySize*sizeof(float), vertices, GL_STATIC_DRAW);
// 'polySize' is just a constant variable to healp me out and 'vertices' is a float array
// set up element buffer object
// ...
glGenBuffers(1, &obj.ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, obj.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
// elements is a float array
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, vertSize*sizeof(float), 0);
// 'vertSize' is also a constant variable
}
void ShaderProgram::Draw(float dSec) {
for (Object& it : objects) {
glBindVertexArray(it.vao);
// here's some texturing related stuff
glDrawElements(GL_TRIANGLES, it.vertexCount(), GL_UNSIGNED_INT, 0);
}
}
void ShaderProgram::Move(Object& obj, glm::vec3 vec) {/*move it somehw*/}
void ShaderProgram::Rotate(Object& obj, glm::vec3 rotPoint, glm::vec3 rot) {/*rotate obj around rotPoint*/}
If I run this code everything displays perfectly but I couldn't figure out a clean way to change the positions of the vertices of one specific object during runtime.
Also, this doesn't have anything to do with the initial question but I've noticed that whenever I run the exact same code on my laptop, the program crash when calling glBindFragDataLocation() (it doesn't matter whether I run it on Linux or Windows).
In many rendering applications, several different coordinate systems are used:
Object space: This is the space where vertices are defined. Each model has it's own object coordinates with it's own model origin.
World space: This is the space where all the models in a scene are positioned relative to each other. This is (in general) done by specifying a model-matrix based on the desired location in the scene.
In your case, I would add an additional vec3 member to the Object struct that stores the location.
struct Object {
//Things you already have
glm::vec3 loc;
}
You can then update the model matrix uniform directly before calling glDrawElements. Since the draw call is already issued, changing the model matrix in this place will always influence the correct object:
void ShaderProgram::Draw(float dSec) {
for (Object& it : objects) {
glBindVertexArray(it.vao);
// here's some texturing related stuff
glm::mat4 model_matrix(1.0f);
glm::translate(model_matrix, it.loc);
glUniformMatrix4fv(model_uniform_location, 1, GL_FALSE, model_matrix);
glDrawElements(GL_TRIANGLES, it.vertexCount(), GL_UNSIGNED_INT, 0);
}
}
Another option would be to store a matrix directly in the Object class, which would increase the data size (and might be less intuitive to use), but might reduce runtime costs.
The current state of the Draw function looks like this:
void ShaderProgram::Draw(float dSec) {
objects[0].location.x += dSec;
GLint uniModel = glGetUniformLocation(shaderProgram, "model");
for (Object& it : objects) {
glBindVertexArray(it.vao);
glm::mat4 model;
model = glm::translate(model, it.location);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, it.vertexCount(), GL_UNSIGNED_INT, 0);
}
}

Make many lit triangles look smooth

I am trying to create a program that shows a wave-like animation using Perlin Noise by creating many triangles.
This is the important part of my program:
class OGLT9_NOISE
{
//class for Perlin Noise (noise3d()) and Fractional Brownian Motion (fmb()) generaion
};
glm::vec3 OGLT9_GRAPHICS::getNormal(glm::vec3 a, glm::vec3 b, glm::vec3 c)
{
return glm::normalize(glm::cross(c-a, b-a));
}
void generateTerrain(OGLT9_SHADER *oglt9Shader)
{
static OGLT9_NOISE noise;
static float yValue = 0;
int terrainRes = 7; //terrain's resolution
float terrainSpacing = 10.0f;
vector<glm::vec3> vertexData;
vector<glm::vec3> normalData;
multi_array<float, 2> terrain;
terrain.resize(extents[1<<terrainRes][1<<terrainRes]);
for(long z=-(1<<(terrainRes-1)); z<(1<<(terrainRes-1)); z++)
for(long x=-(1<<(terrainRes-1)); x<(1<<(terrainRes-1)); x++)
terrain[z+(1<<(terrainRes-1))][x+(1<<(terrainRes-1))] = (noise.fbm((double)x/16.0, yValue, (double)z/16.0, 2, 0.4, 1.2, 2.9, 1.1)/2.0+0.5)*100.0;
for(long z=0; z<(1<<terrainRes)-1; z++)
{
for(long x=0; x<(1<<terrainRes)-1; x++)
{
vertexData.push_back(glm::vec3((float)x*terrainSpacing, terrain[z][x], (float)z*terrainSpacing));
vertexData.push_back(glm::vec3(((float)x+1.0f)*terrainSpacing, terrain[z+1][x+1], ((float)z+1.0f)*terrainSpacing));
vertexData.push_back(glm::vec3(((float)x+1.0f)*terrainSpacing, terrain[z][x+1], (float)z*terrainSpacing));
vertexData.push_back(glm::vec3((float)x*terrainSpacing, terrain[z][x], (float)z*terrainSpacing));
vertexData.push_back(glm::vec3((float)x*terrainSpacing, terrain[z+1][x], ((float)z+1.0f)*terrainSpacing));
vertexData.push_back(glm::vec3(((float)x+1.0f)*terrainSpacing, terrain[z+1][x+1], ((float)z+1.0f)*terrainSpacing));
normalData.push_back(getNormal(vertexData[vertexData.size()-6], vertexData[vertexData.size()-5], vertexData[vertexData.size()-4]));
normalData.push_back(normalData[normalData.size()-1]);
normalData.push_back(normalData[normalData.size()-2]);
normalData.push_back(getNormal(vertexData[vertexData.size()-3], vertexData[vertexData.size()-2], vertexData[vertexData.size()-1]));
normalData.push_back(normalData[normalData.size()-1]);
normalData.push_back(normalData[normalData.size()-2]);
}
}
glUseProgram(oglt9Shader->program);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertexData.size()*3*sizeof(float), vertexData.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glGenBuffers(1, &nbo);
glBindBuffer(GL_ARRAY_BUFFER, nbo);
glBufferData(GL_ARRAY_BUFFER, normalData.size()*3*sizeof(float), normalData.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
numVertices = vertexData.size()*3;
yValue += 0.01f;
}
void render()
{
//Clear screen and enable depth buffer
//Create and transmit matrices and light direction to shaders
generateTerrain(oglt9Shader);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &nbo);
//Swap buffers to window
}
And my vertex shader...
#version 430 core
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vNormal;
uniform mat4 mMatrix;
uniform mat4 vMatrix;
uniform mat4 pMatrix;
out vec3 fPosition;
out vec3 fNormal;
void main(void)
{
gl_Position = pMatrix * vMatrix * mMatrix * vec4(vPosition, 1.0);
fPosition = vPosition;
fNormal = normalize(transpose(inverse(mat3(mMatrix))) * vNormal);
}
#version 430 core
in vec3 fPosition;
in vec3 fNormal;
out vec4 outColor;
uniform vec3 lightDirection;
...and fragment shader.
void main(void)
{
vec3 rawColor = vec3(1.0);
vec3 ambientColor = vec3(1.0, 1.0, 1.0);
float diffuseIntensity = max(0.0, dot(fNormal, lightDirection));
vec3 diffuseColor = diffuseIntensity * vec3(0.9, 0.9, 0.9);
outColor = vec4(rawColor*ambientColor*diffuseColor, 1.0);
}
This is the final image:
So, what can I do to make the triangles smooth so you can't see these hard edges anymore?
You're using the same normal for all 3 vertices of each triangle. This will essentially result in flat shading, meaning that the color of each triangle is constant.
What you need is normals that better approximate the actual normals of the surface, instead of calculating the normal of each triangle separately. To get a smooth looking surface, you need to have one normal per vertex, and then use that normal when specifying the vertex for all the triangles that share the vertex.
The most efficient way of doing this is that you really store each vertex/normal of your grid in the VBO only once. You can then use an index buffer to reference the vertices when defining the triangles. This means that you have an additional buffer of type GL_ELEMENT_ARRAY_BUFFER containing indices, and then draw with glDrawElements(). You should be able to find reference information and tutorials on how to do that.
To actually obtain the normals, one common approach is that you average the triangle normals of all adjacent triangles to calculate the normal at a vertex.

How to use glDrawElementsInstanced + Texture Buffer Objects?

My use case is a bunch a textured quads that I want to draw. I'm trying to use the same indexed array of a quad to draw it a bunch of times and use the gl_InstanceID and gl_VertexID in GLSL to retrieve texture and position info from a Texture Buffer.
The way I understand a Texture Buffer is that I create it and my actual buffer, link them, and then whatever I put in the actual buffer magically appears in my texture buffer?
So I have my vertex data and index data:
struct Vertex
{
GLfloat position[4];
GLfloat uv[2];
};
Vertex m_vertices[4] =
{
{{-1,1,0,1},{0,1}},
{{1,1,0,1},{1,1}},
{{-1,-1,0,1},{0,0}},
{{1,-1,0,1},{1,0}}
};
GLuint m_indices[6] = {0,2,1,1,2,3};
Then I create my VAO, VBO and IBO for the quads:
glGenBuffers(1,&m_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*4,&m_vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
glGenVertexArrays(1,&m_vao);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,4,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(0,2,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, uv));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6,&m_indices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
I'm pretty sure that I've done the above correctly. My quads have 4 vertices, with six indexes to draw triangles.
Next I create my buffer and texture for the the Texture Buffer:
glGenBuffers(1,&m_xywhuvBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*100, nullptr, GL_DYNAMIC_DRAW); // 8 floats
glGenTextures(1,&m_xywhuvTexture);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_xywhuvBuffer); // they're in pairs of 2, in r,g of each texel.
glBindBuffer(GL_TEXTURE_BUFFER,0);
So, the idea is that every four texels belongs to one quad, or gl_InstanceID.
When I'm drawing my quads, they execute the below:
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
std::vector<GLfloat> xywhuz =
{
-1.0f + position.x / screenDimensions.x * 2.0f,
1.0f - position.y / screenDimensions.y * 2.0f,
dimensions.x / screenDimensions.x,
dimensions.y / screenDimensions.y,
m_region.x,
m_region.y,
m_region.w,
m_region.h
};
glBufferSubData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*m_rectsDrawnThisFrame, sizeof(GLfloat)*8, xywhuz.data());
m_rectsDrawnThisFrame++;
So I increase m_rectsDrawThisFrame for each quad. You'll notice that the data I'm passing is 8 GLfloats, so each of the 4 texels that belong to each gl_InstanceID is the x,y position, the width and height, and then the same details for the real texture that I'm going to texture my quads with.
Finally once all of my rects have updated their section of the GL_TEXTURE_BUFFER I run this:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture); // this is my actual texture that the quads take a section from to texture themselves.
glUniform1i(m_program->GetUniformLocation("tex"),1);
glUniform4f(m_program->GetUniformLocation("color"),1,0,1,1);
glBindVertexArray(m_vao);
glDrawElementsInstanced(GL_TRIANGLES,4,GL_UNSIGNED_INT,0,m_rectsDrawnThisFrame);
m_rectsDrawnThisFrame = 0;
I reset the draw count. I also noticed that I had to activate the texture in the second slot. Does the Texture Buffer Object use up one?
Finally my Vert shader
#version 410
layout (location = 0) in vec4 in_Position;
layout (location = 1) in vec2 in_UV;
out vec2 ex_texcoord;
uniform samplerBuffer buf;
void main(void)
{
vec2 position = texelFetch(buf,gl_InstanceID*4).xy;
vec2 dimensions = texelFetch(buf,gl_InstanceID*4+1).xy;
vec2 uvXY = texelFetch(buf,gl_InstanceID*4+2).xy;
vec2 uvWH = texelFetch(buf,gl_InstanceID*4+3).xy;
if(gl_VertexID == 0)
{
gl_Position = vec4(position.xy,0,1);
ex_texcoord = uvXY;
}
else if(gl_VertexID == 1)
{
gl_Position = vec4(position.x + dimensions.x, position.y,0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y);
}
else if(gl_VertexID == 2)
{
gl_Position = vec4(position.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x, uvXY.y + uvWH.y);
}
else if(gl_VertexID == 3)
{
gl_Position = vec4(position.x + dimensions.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y + uvWH.y );
}
}
And my Frag shader
#version 410
in vec2 ex_texcoord;
uniform sampler2D tex;
uniform vec4 color = vec4(1,1,1,1);
layout (location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(tex,ex_texcoord) * color;
}
Now the problem, after I'm getting no errors reported in GLIntercept, is that I'm getting nothing drawn on the screen.
Any help?
There is one subtle issue in your code that would certainly stop it from working. At the end of the VAO/VBO setup code, you have this:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
The GL_ELEMENT_ARRAY_BUFFER binding is part of the VAO state. If you unbind it while the VAO is bound, this VAO will not have an element array buffer binding. Which means that you don't have indices when you draw later.
You should simply remove this call:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
Also, since you have 6 indices, the second argument to the draw call should be 6:
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, m_rectsDrawnThisFrame);
Apart from that, it all looks reasonable to me. But there's quite a lot of code, so I can't guarantee that I would have spotted all problems.
I also noticed that I had to activate the texture in the second slot. Does the Texture Buffer Object use up one?
Yes. The buffer texture needs to be bound, and the value of the sampler variable set to the corresponding texture unit. Since you bind the buffer texture during setup, never unbind it, and the default value of the sampler variable is 0, you're probably fine there. But I think it would be cleaner to set it up more explicitly. Where you prepare for drawing:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glUniform1i(m_program->GetUniformLocation("buf"), 0);

OpenGL ES 2.0 Texture loading visual glitch

I have been successful in rendering primitives with a colour component via the shader and also translating them. However, upon attempting to load a texture and render it for the primitive via the shader, the primitives glitch, they should be squares:
As you can see, it successfully loads and applies the texture with the colour component to the single primitive in the scene.
If I then remove the color component, I again have primitives, but oddly, they are scaled by changing the uvs - this should not be the case, only the uvs should scale! (also their origin is offset)
My shader init code:
void renderer::initRendererGfx()
{
shader->compilerShaders();
shader->loadAttribute(#"Position");
shader->loadAttribute(#"SourceColor");
shader->loadAttribute(#"TexCoordIn");
}
Here is my object handler rendering function code:
void renderer::drawRender(glm::mat4 &view, glm::mat4 &projection)
{
//Loop through all objects of base type OBJECT
for(int i=0;i<SceneObjects.size();i++){
if(SceneObjects.size()>0){
shader->bind();//Bind the shader for the rendering of this object
SceneObjects[i]->mv = view * SceneObjects[i]->model;
shader->setUniform(#"modelViewMatrix", SceneObjects[i]->mv);//Calculate object model view
shader->setUniform(#"MVP", projection * SceneObjects[i]->mv);//apply projection transforms to object
glActiveTexture(GL_TEXTURE0); // unneccc in practice
glBindTexture(GL_TEXTURE_2D, SceneObjects[i]->_texture);
shader->setUniform(#"Texture", 0);//Apply the uniform for this instance
SceneObjects[i]->draw();//Draw this object
shader->unbind();//Release the shader for the next object
}
}
}
Here is my sprite buffer initialisation and draw code:
void spriteObject::draw()
{
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex), NULL);
glVertexAttribPointer((GLuint)1, 4, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex) , (GLvoid*) (sizeof(GL_FLOAT) * 3));
glVertexAttribPointer((GLuint)2, 2, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex) , (GLvoid*)(sizeof(GL_FLOAT) * 7));
glDrawElements(GL_TRIANGLE_STRIP, sizeof(SpriteIndices)/sizeof(SpriteIndices[0]), GL_UNSIGNED_BYTE, 0);
}
void spriteObject::initBuffers()
{
glGenBuffers(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(SpriteVertices), SpriteVertices, GL_STATIC_DRAW);
glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(SpriteIndices), SpriteIndices, GL_STATIC_DRAW);
}
Here is the vertex shader:
attribute vec3 Position;
attribute vec4 SourceColor;
varying vec4 DestinationColor;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 MVP;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
DestinationColor = SourceColor;
gl_Position = MVP * vec4(Position,1.0);
TexCoordOut = TexCoordIn;
}
And finally the fragment shader:
varying lowp vec4 DestinationColor;
varying lowp vec2 TexCoordOut;
uniform sampler2D Texture;
void main(void) {
gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut);
}
If you want to see any more specifics of certain elements, just ask.
Many thanks.
Are you sure your triangles have the same winding? The winding is the order in which the triangle points are listed ( either clockwise or counter-clockwise ). The winding is used in face culling to determine if the triangle is facing or back-facing.
You can easily check if your triangle are wrongly winded by disabling face culling.
glDisable( GL_CULL_FACE );
More information here ( http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/#face_culling )